precision mediump float;
uniform sampler2D u_texture;
varying mediump vec2 v_uv;

uniform sampler2D depthTex;//de fapt colorTex2
void main(void)
{
	vec3 color1 = texture2D(u_texture, v_uv).rgb;
	vec3 color2 = texture2D(depthTex, v_uv).rgb;
	gl_FragColor = vec4(color1 + color2, 1.0);
}